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In my humble opinion

One players opinion on why everyone is doing it wrong.

Author: Daelus

MMORPGs: What makes a memorable moment?

Posted by Daelus Tuesday July 29 2008 at 10:25PM
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MMORPGs: What makes a memorable moment?

 

  When we talk about MMOs that we previously played, or still are playing, there are always a few moments that come to mind. Be it when you finally sacked that uppity, elitist guilds town, or when you only just scraped a victory against that dragon when all thought it was impossible, I'm sure every player has a list of events that they loved. But what is it that seperates these things from the more mundane, every day events?

  To make something memorable, first of all, the player has to care about the outcome. If you're in a duel to the death, if losing means next to nothing, then no one really stands to lose. When no one can really lose, who can call themselves a winner? If a player truely cares about the outcome, it creates an instant intensity to the event, and it focuses the persons attention more than all the pretty graphics and particles in the world can hope to.

  To be clear, I'm not an advocate of something like permadeath, or corpse looting. There are other ways to make some care about the outcome of something, be it PvP, PvE, or a crafting scenerio. But, even so, I'm sure if you talk to someone who played a game that used permadeath, corpse runs, and full corpse looting, I'm sure they'd have plenty of entertaining stories about all of the above.

  There are other ways to create a meaningful outcome in a game, and not all of them have to be negative. You could, for example, give the option for the first group to defeat that dragon to take a screenshot and upload it to that game's website to display their achievement for all to see, with a comment and the date when it happened.  Or perhaps you could create personal player flags in a players profile based on how the perform in PvP combat that were publicly viewable. If losing or running from a fight labeled me as a weakling or a coward, I might try just that little bit harder.

  These are of course merely examples, there are multitudes of ways to do this, and many games have been using them for quite a while, and many of them can be quite simple. Most first person shooters have a respawn timer in them, or force you to wait until the next round to play again. This makes a player less likely to throw themselves into a hopeless situation, and should they die, it gives them time to stew over their defeat.

  The real problem, however, is how can you do this without making gameplay frustrating and inaccessable. If a person only gets one 'life', they're going to spend it trying to avoid death constantly. This goes back to what I said earlier; these meaningful outcomes don't have to be negative. Lets say, for example, every time you killed a person, you got just slightly stronger, but when you died, you lost all that benefit. Over time, if you got a real killing spree going, you could reach the point where few people could match you, but one day a group of people are going to hunt you down. Whatever the outcome of that, you're going to remember it, and they will too.

  Now, in reality, if you lost that encounter and died, you're likely to be very annoyed, but you've lost nothing really. You're back to where you started, not behind where you started. For PvP at least, why must the penalty and the benefit be two seperate things?

  Beyond this, you can create meaningful encounters without having any real loss or gain, by tweaking the perception of the players. A duel between two players with no stakes doesn't mean much, but a duel in front of five hundred other players quite definately does, even if there is nothing to gain or lose. Bragging rights, whether it is having your achievement noted publically or by defeating a player under the watchful eyes of your server, matter quite a great deal to many people.

  However it is done, making something meaningful serves to turn something that otherwise would be quite mundane into something a player can truely care about. If there is nothing to lose, why try to avoid losing? Likewise, if there's nothing to gain, why try win?

 

Tom "Daelus" Pettus

Selencia writes:

For me a memorable moment in an MMORPG would be something like building a city together with a group of friends and watching it grow and expand over months, even years.  (Star Wars Galaxies)

Wed Jul 30 2008 12:48AM Report
Daelus writes:

Well, that wouldn't exactly be a moment, would it? ;)

Wed Jul 30 2008 1:36AM Report
Eluwien writes:

Name and Fame.
 

The casual MMORPG death effects, corpse runs, respawn timers, armors wearing off. Or from the EVE UO type where you really lose gear, other person gains it, and you need to get new ones to replace. These are ordinary.

What I've encountered specially in PVP based games, not only mmorpgs, as you said yourself, winning and losing comes meaningfull if it happens infront of the community. Guilds and teams gain name in the community over time, they get known by their archievements on the field. And bettering these is hugely rewarding, as competition is the nature of men. And it doesn't have to have to do anything with the ingame death of a single person.

The ladder idea that most FPS games and some RTS games already have as their main source of competition should at some point really transfer into MMORPG side aswell. On some levels and in some games it already has, like back in DAoC, certain guild gained extraordinary fame for being the best PVP'ers out there with their dedicated group that was able to beat almost all odds thrown against them, and when they were bettered by rivals it was always a huge cheer even from those who didn't even contribute.

Thinking only individuals death penaultys or benefits like the buff you mentioned for killing others, and all other ideas based on individualism thinking, fights against the base nature of a multiplayer game. Game designers have to think the individuals game enjoyment so much that these days death penaultys are almost non existant, and that is a good direction. But all this losing/winning should be brought up to group/guild level instead, to gain any real meaning without hurting the individual.

Wed Jul 30 2008 4:13AM Report

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